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    [BUNDLE] Dames of Asstoria Product Bundle

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    The one stop for all released products so far. Core Rule Book Character Sheets PNG and PDF self calc 10 short stories based on Dames of Asstoria Setting Token pack of 37 monsters One Shot Adventure with Pregen Characters, battle maps.
    $29.98
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    Dames of Asstoria: A Monster Girl RPG

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    Immerse yourself in Dames of Asstoria A Monster Girl High Fantasy Roleplaying Game! God is sealed, the surrounding lands marred by decades of destructive war. With all manner of foul creature and brigand prowling the unexplored corners. Above all humans believe themselves superior. You take up the done the role as a Demi Fauna adventurer tasked with protecting the people, rediscovering lost relics and diving head first into dangerous Chimera filled territory all for a better life. The challenges may be tough but you have your sisters by your side and together you will receive fame and fortune. Inside this book, you'll find: All of the rules you need to play or run a game of Dames. Discipline Class system allowing mix and match of unique abilities A monster girl building system. Dames setting, including its kingdoms, Deities, factions, and threats. Dozens of weapons, spells, armor, magic items, and other options to outfit any character. A D10 Dice system So grab your dice and praise Ze’Quarius! Do you have what it takes to overcome impossible odds and be knighted a Dame? Dames of Asstoria uses a d100 percentile system for combat. Outside of combat, it uses a d10 dice system, where players roll a number of dice equal to their skill or base stat and succeed by having a minimum number of dice meet or exceed a target number. In this system, a die result of 1 or 10 are special. Each unmodified roll of 1 is a critical failure, and subtracts 1 from the result of the lowest die that met the target number. Rolling an unmodified 1 and not having enough successful dice to accomplish the task results in a critical failure. Each unmodified roll of a 10 "explodes", meaning that an additional dice is immediately added to the character's dice pool. This results in more chances to succeed or perform better. For example, Khadija, the lamia, is attempting to lift a heavy rock. Her Strength is 4. The success target is: two - 6s. Meaning that Khadija will roll four dice, and must have two or more dice read 6 or higher. She rolls the four dice and gets a result of 1, 4, 6, and 10. The unmodified 1 subtracts 1 from her lowest successful roll, turning the 6 into a 5. This would normally mean a failure, and a critical failure because of the 1 result. However, her roll of 10 allows her to roll an additional die, which comes up as a 6. With two results of 6 or higher, Khadija lifts the rock with some effort Players build their own Demi-Fauna using mammalian, aquatic, avian, reptilian, and insect traits. Become your ideal monster girl waifu! Or play as a human for a more challenging experience. Level up and progress your character using a multi-class system, called disciplines, based on the skills you advance. Unlock unique abilities and perks by mixing what abilities you put points into. Legend of Creation: Dames Lore. Video Chimera Tokens Dames of Asstoria Character Sheet   
    $14.00
    70% OFF
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    Deviants & Dirty Deeds

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    Travelling together purely for their own profit and unreasonable gains, they are a heartless, callous, and fearless bunch of reprobates. They protect, honour and obey purely for their own good. Taking on jobs, slitting throats and hunting orcs just to satisfy their lust for blood. More pre-generated characters for The Seven Bastards, a couple of new locations and random tables by Joe Coombs.
    $1.50
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    Deviants & Dirty Deeds II

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    Deviants & Dirty Deeds Issue 2 includes plenty of story seeds, random tables, pre-generated characters and gamemastering hints for Wretched Époque (and other Wretched games) by Joe Coombs. Liam Thompson writes about body horror in role-playing games and Sílvia Clemente about “fates worse than death” have turned into a forbidden subject. Also an article by Miguel Ribeiro about using Twin Peaks as inspiration for writing surreal adventures.
    $2.50
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    Dream of the Dragon

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    Dream of the Dragon is a rules-lite RPG-making RPG. It's easy to play, needing only 3 dice: d20, d6, and d4. Out of the box, it comes with the typical classes and races you'd expect of a fantasy RPG, but it also has rules for changing all of these and making new ones. That's because, to use a computer game analogy, the game is based on an engine, included in the rules, which makes it moddable. The rule book has everything you need to get going, including a sample setting and adventure. Dream!  
    $7.50
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    Dungeon Encounters VTT Token Set

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    Dungeon Encounters is a Virtual Tabletop (VTT) token set. These are cartoon art themed transparent background PNG image files intended for use with Virtual Tabletop software and apps such as Foundry, Fantasy Grounds, Owlbear Rodeo, Map Tool, etc.. This selection includes a smattering of more commonly used monsters illustrated in a cartoonish style and inspired somewhat by the Advanced 1st Edition Monster Manual. Some of them, such as the goblins and elementals have a few recolors for variant options. The base image size for human-sized monsters is 288x288ppi and optimized for 1 square = 5′ play.
    $1.00
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    Dungeon World GM Screen

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    This product contains eight pdfs: Four have a landscape orientation, and the other four are portrait. There are 12 panels per landscape set, and 13 per portrait. Two sets are black and white, the other two are in color. One of each features background art. I did this so that you could determine which ones you want to print based on your needs and capabilities (printers, GM screen orientation, etc). The panels feature information on: The GM (principles, moves, when to make a move, etc) Making Monsters (complete section) Common dungeon gear, services, meals, and transport The entire treasure table First Session & Fronts General Equipment, Weapon, and Armor tags All of the Basic and Special Moves Steading tags and making every kind of steading Updating the campaign map Making hirelings and hireling skills Everything has a page reference, making it easy to find it in the book in case you need to dig deeper (and the panel doesn't already feature the entire section). The Basic and Special Moves, hireling, and equipment panels are intended to be player facing on the screen, but you can just as easily give them to the players as handouts.
    $3.99
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    Dungeons & Delvers Core Rulebook

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    3 Ratings
    NOTE: I've been informed that there is an issue with downloading large files (and this one is pretty big). It is being worked on, and will hopefully be resolved soon. If you have any issues downloading this PDF, send an email to david.m.guyll@protonmail.com and I'll send you a link to download it another way. Dungeons & Dragons how we would do it, extensively playtested and altered from its classic chassis so as to better justify its existence (except for the core mechanic, of course):Flexible character creation and progression. Classes besides spellcasters get to make meaningful choices throughout the course of the game: you're never locked into an archetype or path. You can also to one degree or another control the complexity of your character, and care was taken to help ensure that the complex choices weren't the "best" ones.Different take on races, classes, and monsters. While many races and critters are inline with what you'd expect, many creatures have been tweaked or wholly reimagined both visually and/or mechanically. Elves are fairly similar, but instead of a high- or wood variant, you choose from light or dark. Instead of tieflings you have cambions, and there's one flavor for every sin. Kobolds are a collection of diminutive spirit-folk, a few of which possess overtly magical capabilities (such as conjuring flames). Ghouls are shapeshifting demons that can steal the visages of those they devour. Angels aren't all simply winged humanoids (and when they have wings tend to feature lots of eyes).Split hit points. Characters and most monsters have a pool of Wound and Vitality Points. Vitality Points better represent minor injuries and exhaustion, whilst Wound Points are more akin to "meat" points. VP recovers relatively quickly through increasingly longer periods of rest (starts at 10 minutes, and goes up from there), while WP replenishes far more gradually (x per day). Some attacks--such as a spider's venomous bite--and effects also only function, or function differently, depending on whether they inflict WP damage.Armor grants Damage Resistance. While armor makes you harder to "hit" (or rather, harm with weapon attacks), it can also absorb a bit of the damage. Some attacks can bypass armor, either partially or entirely (such as penetrating weapons and psychic attacks). Luckily armor can be made from various materials, making them more resilient and able to better resist different sorts of attacks.Less reliance on magic (and magical healing). While magic is assumed to exist by default, the game operates just fine without it. This is made easier thanks to Vitality Points and alchemical potions, but you can tweak VP (and WP) recovery and potions to make things even deadlier.Varying magic systems that actually make sense. No more pseudo-Vancian magic (which doesn't make any sense). In fact, there's no unified magic system that applies to everyone (though a few classes rely on similar mechanics because it made sense). Each system is built around the concept of flavor-first: figuring out how it would work or be explained "in game", and then reinforcing it mechanically.Simple, effective crafting. Learning a craft requires time and money, and the more you make the better you get. Some require a roll, but it's a straightforward process. Keep at it, and eventually you'll be able to craft items of a quality superior to what you could normally purchase.Waste not, want not. Not all treasure is gold and gems, and not every beast happens to have a hoard, but if you don’t mind getting your hands dirty many monsters have something someone wants (including you, if you're practicing a craft skill). 
    $13.49
    74.99% OFF
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    Dungeons & Delvers Core Rulebook Hardcover + PDF

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    2 Ratings
    NOTE: I've been informed that there is an issue with downloading large files (and this one is pretty big). It is being worked on, and will hopefully be resolved soon. If you have any issues downloading this PDF, send an email to david.m.guyll@protonmail.com and I'll send you a link to download it another way. ANOTHER NOTE: A shipping charge will be added in the cart before purchase. This is generally $5 US or less and is charged by the printer. Additionally, if you buy this book and don't already have the PDF, let me know and I'll send you the PDF for free. If you bought the PDF, there's currently no way to discount this further to avoid the cost, but I can send you some other Dungeons & Delvers merch to make up for it. Dungeons & Dragons how we would do it, extensively playtested and altered from its classic chassis so as to better justify its existence (except for the core mechanic, of course):Flexible character creation and progression. Classes besides spellcasters get to make meaningful choices throughout the course of the game: you're never locked into an archetype or path. You can also to one degree or another control the complexity of your character, and care was taken to help ensure that the complex choices weren't the "best" ones.Different take on races, classes, and monsters. While many races and critters are inline with what you'd expect, many creatures have been tweaked or wholly reimagined both visually and/or mechanically. Elves are fairly similar, but instead of a high- or wood variant, you choose from light or dark. Instead of tieflings you have cambions, and there's one flavor for every sin. Kobolds are a collection of diminutive spirit-folk, a few of which possess overtly magical capabilities (such as conjuring flames). Ghouls are shapeshifting demons that can steal the visages of those they devour. Angels aren't all simply winged humanoids (and when they have wings tend to feature lots of eyes).Split hit points. Characters and most monsters have a pool of Wound and Vitality Points. Vitality Points better represent minor injuries and exhaustion, whilst Wound Points are more akin to "meat" points. VP recovers relatively quickly through increasingly longer periods of rest (starts at 10 minutes, and goes up from there), while WP replenishes far more gradually (x per day). Some attacks--such as a spider's venomous bite--and effects also only function, or function differently, depending on whether they inflict WP damage.Armor grants Damage Resistance. While armor makes you harder to "hit" (or rather, harm with weapon attacks), it can also absorb a bit of the damage. Some attacks can bypass armor, either partially or entirely (such as penetrating weapons and psychic attacks). Luckily armor can be made from various materials, making them more resilient and able to better resist different sorts of attacks.Less reliance on magic (and magical healing). While magic is assumed to exist by default, the game operates just fine without it. This is made easier thanks to Vitality Points and alchemical potions, but you can tweak VP (and WP) recovery and potions to make things even deadlier.Varying magic systems that actually make sense. No more pseudo-Vancian magic (which doesn't make any sense). In fact, there's no unified magic system that applies to everyone (though a few classes rely on similar mechanics because it made sense). Each system is built around the concept of flavor-first: figuring out how it would work or be explained "in game", and then reinforcing it mechanically.Simple, effective crafting. Learning a craft requires time and money, and the more you make the better you get. Some require a roll, but it's a straightforward process. Keep at it, and eventually you'll be able to craft items of a quality superior to what you could normally purchase.Waste not, want not. Not all treasure is gold and gems, and not every beast happens to have a hoard, but if you don’t mind getting your hands dirty many monsters have something someone wants (including you, if you're practicing a craft skill).For some in-depth reviews (and other generally nerdy content), check out Bruce Lombardo's Youtube channel!
    $56.99
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    Dwarven Vault

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    A collection of 30 dwarven-themed magic items and new dungeon gear for Dungeon World (which you could probably convert to other fantasy role-playing games), as well as an explanation of how I go about creating them.
    $2.99
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    Dystopian Dawn "Danger Zone" Campaign [Digital PDF]

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    Danger ZoneDanger Zone is a complete campaign for the Dystopian Dawn TTRPG with SIX new zones to explore, dozens of NPCs, and new lore. Danger Zone is over 50 pages with several Chapters you can break out into mini-adventures or play as a whole campaign. It includes a bunch of pics for GM handouts!  The Warlord of The Barrens has offered a substatial reward for treasure seekers brave enough to recover an ancient artifact of the time before. The catch? No one knows where the item is or what it does... or if it even exists. And the areas are crawling with dangers of every kind. Toxic waste, hostile tribes, cannibals, radiation storms, and so much more awaits you. Rumors of boundless riches buried deep in the unknown wastes of The Nethers will surely draw you into an unbeleivable layer of chaos. As you brave the six Zones, you may find much more than you bargained for. What secrets does each Zone hide? Owing allegiance to none, do they plan conquest over the Provinces? 
    $10.00
    76.92% OFF